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Messages - GadgetPatch

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16
I'm trying to make some custom reactions that use skulls specifically, rather than just any bone. For example, the below targets any bone, and I'd like to get it more specific if possible (mostly for vibes-based reasons).

Code: [Select]
[REACTION:MAKE_SKULL_GOBLET]
[NAME:make bone goblet out of skull]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
[PRODUCT:100:1:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[PRODUCT_TOKEN:goblet]
[MAX_MULTIPLIER:1]
[SKILL:BONECARVE]

Skulls seem to be a weird case? They're defined as [TOTEMABLE] at the body-part level, but don't have an associated material or item type I can find, or any reaction token I've found that corresponds to TOTEMABLE.

Anyone got ideas for how to target skulls as reagents, or is it just another inaccessible hardcoded thing? Thanks!

17
General Discussion / Re: LGBTQ+ Thread
« on: January 11, 2023, 11:46:07 am »
Yeah. Less life-threatening version of this is how I can't get an endometriosis diagnosis/get it covered by insurance, because of my nebulous legal gender status (depending on whether you ask the US federal or state government).

I say this to show it happens to all kinds of people. The way gendered language gets baked not only into social mores, but also into laws and everyday procedures, is ridiculous and unfortunate. It's not just what words people use.

18
General Discussion / Re: LGBTQ+ Thread
« on: January 11, 2023, 10:39:43 am »
I think the ownership wording is a little awkward, but it's more accurate. Socially-constructed genders like Man and Woman don't comport with bodies, for innumerable reasons. People come in more shapes than that binary.

I'm all for streamlining communication, and (as a former med student of trans experience) I can still see the utility of inventing new shorthands for the medical state of a body, for a limited set of circumstances.

But hey, I also prefer a slightly clumsy but more accurate language, to a false oversimplification.

19
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 08:59:51 pm »
Oh damn, disappointing news. Wonder why people claimed they were able to do it with syndrome-inducing wood before, then?

Was considering some kind of interaction or secretion I could give to a critter to conditionally contaminate things with venom, in a way I could gamify... summoning an immobile creature that sprays venom mist and immediately dies/vanishes, or getting a kobold to emit venom mist after ingesting it, or something. But it's getting a bit convoluted and unintuitive at that point.

If nobody's got better techniques, can settle for Kobolds with venomous war animals for now!

20
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 08:40:00 pm »
Working on a lore-friendly Playable Kobold mod, with less D&D/tribal vibes. One feature I'd REALLY like is to be able to milk venomous creatures, and apply those venoms to weapons and trap parts. Milking venom is easy, but I cannot get a functional venom onto (or into) a weapon for the life of me!

I've combed through old posts for past attempts to do similar things, but so far I'm having no luck finding a working technique to make a syndrome-inducing weapon/a reaction that creates syndrome spatters.

Things I've tried:
Spoiler: 1) BOILING VENOM: (click to show/hide)
Spoiler: 2) VENOM GLAZE: (click to show/hide)
Spoiler: 3) SOLID VENOM WEAPON: (click to show/hide)

Has anyone had better luck with techniques to create syndrome-inducing weapons or ammo? Ideally, I'd like to let weapon materials pass on their associated syndromes, but if anyone has a reliable way for a reaction to put a functional venom spatter onto a weapon, that'd be great too.

P.S. I know Masterwork can add spatters somehow, but at a glance it uses LUA extensions or something, and I'm trying to make this vanilla-compatible.

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